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  1. Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

    2 Mana Value Instant common Tarkir: Dragonstorm
  2. Sunpetal Grove Magic Cards

    This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.

    0 Mana Value Land rare Tarkir: Dragonstorm Commander
  3. ({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

    0 Mana Value Land — Mountain Forest rare Tarkir: Dragonstorm Commander
  4. Rootbound Crag Magic Cards

    This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

    0 Mana Value Land rare Tarkir: Dragonstorm Commander
  5. Mosswort Bridge Magic Cards

    Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

    0 Mana Value Land rare Tarkir: Dragonstorm Commander
  6. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.

    0 Mana Value Land rare Tarkir: Dragonstorm Commander
  7. As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}.

    0 Mana Value Land rare Tarkir: Dragonstorm Commander
  8. {T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Plains, Swamp, or Forest card, put it onto the battlefield tapped, then shuffle. Cycling {W}{B}{G} ({W}{B}{G}, Discard this card: Draw a card.)

    0 Mana Value Land common Tarkir: Dragonstorm Commander
  9. {T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle. Cycling {G}{U}{R} ({G}{U}{R}, Discard this card: Draw a card.)

    0 Mana Value Land common Tarkir: Dragonstorm Commander
  10. Walking Bulwark Magic Cards

    Defender {2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.

    1 Mana Value 0 Power 3 Toughness Artifact Creature — Golem uncommon Tarkir: Dragonstorm Commander
  11. Swiftfoot Boots Magic Cards

    Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Tarkir: Dragonstorm Commander
  12. {T}, Pay 1 life: Destroy target permanent you own. {T}, Pay 2 life: Add one mana of any color. {T}, Pay 3 life: Proliferate. {T}, Pay 4 life: Draw a card. {5}: Untap this artifact.

    3 Mana Value Artifact mythic Tarkir: Dragonstorm Commander
  13. Dragon's Hoard Magic Cards

    Whenever a Dragon you control enters, put a gold counter on this artifact. {T}, Remove a gold counter from this artifact: Draw a card. {T}: Add one mana of any color.

    3 Mana Value Artifact rare Tarkir: Dragonstorm Commander
  14. Colfenor's Urn Magic Cards

    Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it. At the beginning of the end step, if three or more cards have been exiled with this artifact, sacrifice it. If you do, return those cards to the battlefield under their owner's control.

    3 Mana Value Artifact rare Tarkir: Dragonstorm Commander
  15. Temur Ascendancy Magic Cards

    Creatures you control have haste. Whenever a creature you control with power 4 or greater enters, you may draw a card.

    3 Mana Value Enchantment rare Tarkir: Dragonstorm Commander
  16. Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Creatures your opponents control without flying or reach can't block creatures with power 2 or less. Partner (You can have two commanders if both have partner.)

    4 Mana Value 2 Power 5 Toughness Legendary Creature — Human Knight mythic Tarkir: Dragonstorm Commander
  17. Flying, double strike At the beginning of combat on your turn, you may choose two. Each mode must target a different player. • Target player creates a 2/1 white and black Inkling creature token with flying. • Target player draws a card and loses 1 life. • Target player puts a +1/+1 counter on each creature they control.

    5 Mana Value 2 Power 5 Toughness Legendary Creature — Elder Dragon mythic Tarkir: Dragonstorm Commander
  18. Dragon spells you cast cost {1} less to cast. Whenever a Dragon you control enters, you may have Sarkhan become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it's legendary in addition to its other types.

    3 Mana Value 2 Power 4 Toughness Legendary Creature — Human Shaman mythic Tarkir: Dragonstorm Commander
  19. Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.

    7 Mana Value 6 Power 4 Toughness Legendary Creature — Dragon rare Tarkir: Dragonstorm Commander
  20. Wall of Blossoms Magic Cards

    Defender When this creature enters, draw a card.

    2 Mana Value 0 Power 4 Toughness Creature — Plant Wall uncommon Tarkir: Dragonstorm Commander